Aimlabs Archives - Aimlabs.com Articles https://aimlabs.com/articles/category/aimlabs/ Guides, How To, & Updates for Aimlabs and the biggest FPS games Fri, 13 Mar 2026 03:18:15 +0000 en-US hourly 1 https://wordpress.org/?v=6.9.4 https://aimlabs.com/articles/wp-content/uploads/2023/08/cropped-Vector-2-32x32.png Aimlabs Archives - Aimlabs.com Articles https://aimlabs.com/articles/category/aimlabs/ 32 32 Why You’re Still Losing VALORANT Aim Duels You Should Be Winning https://aimlabs.com/articles/aimlabs/why-youre-still-losing-valorant-aim-duels-you-should-be-winning/?utm_source=rss&utm_medium=rss&utm_campaign=why-youre-still-losing-valorant-aim-duels-you-should-be-winning Fri, 13 Mar 2026 03:18:15 +0000 https://aimlabs.com/articles/?p=4140 You know the VALORANT fundamentals... So why does it fall apart in the fight? Here's the habit loop that's holding you back.

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You know how VALORANT works. You understand crosshair placement, you know you shouldn’t spray at long range, you know movement and shooting don’t mix… and yet you’re still losing gunfights you feel like you should be winning. The fundamentals aren’t the problem. Getting them out of your head and into your hands is.

That’s the premise of the latest video from the Aimlabs YouTube channel, which goes beyond repeating the basics and gets into the specific habits that override them, why they’re so hard to break, and what it actually takes to fix them. If you’ve ever caught yourself doing something wrong mid-fight and been completely unable to stop it in the moment, the video has a framework for exactly that.

The Skill Awareness Ladder

There’s a well-known model in learning and coaching called the four stages of competence. The video applies it directly to VALORANT gunfight habits, and it’s worth understanding because it explains why knowing something isn’t the same as being able to execute it under pressure.

The first stage is unconscious incompetence. You’re doing something wrong and you don’t even know it. You can’t fix what you can’t see. The second stage is conscious incompetence. You’ve started catching the mistake, but you still can’t stop it in the moment. Progress, but frustrating. The third stage is conscious competence. You’re executing correctly, but you have to actively think about it, which means you lose the fight the moment your attention goes elsewhere. The fourth stage is unconscious competence. The skill is automatic. You don’t have to think about it, which frees you up to focus on everything else happening in the round.

Most players who know their fundamentals are stuck somewhere between stages two and three. The goal of deliberate drilling is to close that gap and push toward stage four.

From Awareness to Reflex

The video covers some of the most common habits that keep VALORANT players at stages two and three, from movement error and spray reliance to crosshair placement mistakes and diagonal peeking. For each one it identifies the habit, explains why it costs you gunfights, and gives you a specific drill to address it.

Deepflick Pokeball on Aimlabs

A couple worth highlighting: for players who struggle with mindless flicking and no micro-adjustments, Adjustshot VALORANT in Aimlabs is recommended specifically because the target size and movement force you to correct after the initial flick rather than just hoping it lands. For crosshair placement in chaotic multi-angle situations, Deepflick Pokeball gets called out as a high-rep drill for building reliable snap aim without the noise of a full deathmatch.

The throughline across all of it is that awareness has to come before training, and training has to come before reflex. Jumping straight to deathmatch without knowing what habit you’re trying to break is just reinforcing whatever you’re already doing.

The full breakdown, including every habit and drill covered, is in the video. It’s worth a watch if you want the complete picture.

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Are You Actually Challenging Yourself While Aim Training? https://aimlabs.com/articles/aimlabs/are-you-actually-challenging-yourself-while-aim-training/?utm_source=rss&utm_medium=rss&utm_campaign=are-you-actually-challenging-yourself-while-aim-training Wed, 11 Mar 2026 23:05:44 +0000 https://aimlabs.com/articles/?p=4138 Hitting your usual scores and calling it a successful aim training session? Here's why that might not be moving the needle.

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If you’ve been putting time into aim training and feel like your progress has stalled, it’s worth asking an honest question: are you actually challenging yourself, or are you running tasks you’ve already solved? Comfort in training is easy to mistake for improvement. A session where you’re hitting your usual scores and feeling good about it isn’t the same thing as a session where you’re pushing your ceiling.

Research from the neuroscientists behind Aimlabs has documented that motor acuity in FPS games, the ability to move more precisely and react more quickly, is a real and measurable skill that improves through sustained practice. That isn’t a guarantee that any practice will move the needle, though. It’s an argument for making sure your training is actually asking something of you.

The key is finding what you might call the productive edge of your ability. If a task is easy enough and you feel as though you’re going through the motions, it’s probably not pushing you to adapt. But there’s an important ceiling on this logic: jumping to something wildly beyond your current skill level isn’t productive either. A person who can comfortably curl 20 pounds doesn’t get stronger by immediately trying to lift 100lbs. The adaptation happens at the edge of what you can currently do, not so far past it that your form completely breaks down. A little struggle in your aim training session is usually a sign that you’re in the right place.

In practice this means being honest about your difficulty settings. If your tracking scores are consistent and your flicking feels automatic, it might be time to bump the task difficulty, either through adaptive tasks or finding versions of a task you’re familiar with that have higher skill qualifiers in their title such as “Advanced” or “Expert.” If you need more help finding those challenging options, ask in Aimlabs chat or around the community.

Remember, games like Overwatch, VALORANT, and Counter-Strike 2 are going to put you in situations that push your reactions, your composure under pressure, and your ability to handle movement you haven’t prepared for. Training at the edge of your ability is what builds the capacity to handle that.

Progress in aim isn’t just about hours logged. It’s about what you’re asking of yourself during those hours.

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Train Flicking and Tracking in The Finals Aim Basics Routine https://aimlabs.com/articles/aimlabs/train-flicking-and-tracking-in-the-finals-aim-basics-routine/?utm_source=rss&utm_medium=rss&utm_campaign=train-flicking-and-tracking-in-the-finals-aim-basics-routine Wed, 11 Mar 2026 00:07:59 +0000 https://aimlabs.com/articles/?p=4129 The Finals punishes slow or sloppy aim, so train flicking and tracking against dashing enemies in The Finals Aim Basics Routine!

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Looking to sharpen your aim before your next match in The Finals or build a reliable daily training habit? The Finals Aim Basics Routine prepares you for the game’s core mechanical demands: flicking, evasive target switching, precise tracking, and reactive tracking. Every section is built around how fights actually play out in The Finals, with extra attention on dashing enemies and the kind of unpredictable movement that punishes sloppy crosshair placement.

Like every routine in the Aim Basics Routines series, this one works equally well as a daily training session or a pre-match warmup. The full routine runs 24 minutes and is a good entry point if you’re new to Aimlabs and want structured training built specifically around The Finals rather than a more general aim training playlist.

Click Here to Start The Finals Aim Basics Routine in Aimlabs!

Adjustshot Finals in Aimlabs

Flicking:


Adjustshot Finals – The opening task of the routine features two targets placed on a wide wall with no variance in target depth. The targets are not fully static, and they will have slight movements, making the task effective for practicing proper flicking technique, which combines the initial flicking motion with controlled microcorrections to adjust for the subtle motions of the targets. This task includes an optional sniper ADS overlay, which makes it useful for training a variety of different weapon types.

Blinkshot Finals – This is a dynamic flicking scenario which features several targets, spawning at varying depths and heights, all of which require multiple shots to be eliminated. The targets will dash in front of the player frequently, making them extremely evasive.

Skateswitch Finals on Aimlabs

Evasive Target Switch:


Smoothswitch Finals – The first task in this section is a target switching scenario with several flying targets that surround the player. Compared to most switching tasks, this one leans more toward tracking due to the targets having a higher TTK. It also features health regeneration, meaning each target must be fully eliminated before moving to the next. ADS and player movement are optional.

Controlswitch Finals – This target switching scenario similarly features targets that are flying evasively around the player, but these are even more tracking heavy as the targets manuevers are more erratic. The movement patterns are still readable, just more challenging. The task features health regenerating targets, with optional ADS and player movement.

Skateswitch Finals – The final task of the section focuses on evasive switching, featuring three humanoid targets that strafe, jump, and dash in front of the player. Headshots will deal double damage, with optional ADS and player movement.

Controlsphere Finals on Aimlabs

Precise Tracking:


Horizontal Wide Track Easy – This is a precise tracking scenario that features a small target which makes long, wide strafes in front of the player, bouncing off of the sides of the play area. This task primarily trains pure horizontal tracking and smoothness, with the added element of the wall bounces there to create added evasiveness.

Bouncesphere Finals Easy – The next task in the section is a precise tracking scenario that features a small target, which performs high jumps around the player, with the ability to strafe in mid-air. This task trains precision and smoothness, while mimicking in-game situations such as tracking players who have just hit a jump pad.

Controlsphere Finals – The final task in this section features a sphere that makes evasive strafes around the player. This is great for training target reading, micro-adjustments while tracking, and helps to transition your training between precise tracking and into the reactive tracking section.

Closetrack Finals Easy on Aimlabs

Reactive Tracking:


Fartrack Finals Easy – This reactive tracking scenario features a pill-shaped target that performs both long and short strafes at medium to long range. This task focuses on raw reactivity and target reading while maintaining that authentic, in-game feel. ADS and player movement are optional.

Closetrack Finals Easy – The final task of the routine is a reactive tracking scenario featuing another pill-shaped target, which performs long and short strafes at close range. This task is designed to focus on raw reactivity and target reading while mimicking the close quarters engagments that players will experience in-game. ADS and player movement are optional.

Click Here to Play The Finals Aim Basics Routine!

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Tracking and Switching Moving Targets in Apex Legends https://aimlabs.com/articles/aimlabs/tracking-and-switching-moving-targets-in-apex-legends/?utm_source=rss&utm_medium=rss&utm_campaign=tracking-and-switching-moving-targets-in-apex-legends Tue, 10 Mar 2026 02:22:52 +0000 https://aimlabs.com/articles/?p=4126 Learn about tracking and switching between targets with a high TTK, when other factors that impact the scenario in Apex Legends!

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When you are playing games with higher TTK, or time to kill, and a lot of movement abilities, you will need your tracking and switching to be on point to compete at most levels. Let’s take Apex Legends, for example, where characters such as Pathfinder, Valkyrie, and Octane have the ability to change the verticality of a fight against you rapidly. Legends will also soak up a good deal of damage, especially if it is a bit later into the game and they have had the opportunity to gear up.

Add to that the support abilities and healing items that can quickly undo the damage you dished out on an enemy, and you are watching that TTK increase exponentially in some cases, especially if you are not able to finish enemies off in a timely manner. With this post’s featured task, we hope to help you develop some of your relevant skills, like your tracking and your target switching, after you have fully eliminated a target. Given that the targets in this task will quickly regenerate health, you will need to make sure you are not switching off of a target too quickly, or you will undo your progress and miss out on some points.

VT Regenspheres Novice on Aimlabs

The featured task features multiple targets that are strafing around you at a moderate speed. The targets feature rapidly regenerating health, meaning they will heal if your crosshair is not actively over them accurately.

As you are playing through the task, try to begin tracking the target as they’re changing direction, as that will give you the best opportunity to smoothly track the target and destroy it before its rapid health regeneration kicks in. If you pull off of a target too early, move on to the next target, focus on the process of switching accurately, working on the next target, and then continue to switch again after to get the most out of this practice while also maximizing your efficiency and score.

Play VT Regenspheres Novice

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Dealing With Pressure Scenarios in VALORANT https://aimlabs.com/articles/aimlabs/dealing-with-pressure-scenarios-in-valorant/?utm_source=rss&utm_medium=rss&utm_campaign=dealing-with-pressure-scenarios-in-valorant Fri, 06 Mar 2026 20:45:37 +0000 https://aimlabs.com/articles/?p=4121 Tired of being overwhelmed as the opponents rush your position in VALORANT? Try this practice to help counter the pressure!

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Tactical shooters like VALORANT are all about holding angles and landing clean shots on your opponents, hence the old “just click heads!” However, clicking heads becomes much more challenging when your enemies push directly into your position and force you to confront them in a close-quarters aim duel.

Due to the low time to kill in VALORANT, paired with the generally slower movement and inability to shoot accurately while moving, most aim duels will take place in medium to long ranges, mainly relying on your ability to make fine adjustments to your aim. The better your crosshair placement is, the more minimal the necessitated adjustments will be.

However, you are certainly also familiar with the feeling of an opponent getting up close and personal with a shorty, or a Jett dashing and updrafting into you during her ultimate, or perhaps even a Raze double-satchelling into your face with the perpetually frustrating judge shotgun. In these scenarios, relying on your micro-adjustments goes out the window as you must rely on your ability to make swift, large adjustments to reposition your crosshair accordingly and deal with these pesky combatants.

rA VALORANT Ascent Horde on Aimlabs

This task will emulate these in-game situations where your opponents force you to engage in close-quarters aim duels. It puts you in a high pressure scenario where pill shaped targets with head hitboxes “push” into your position from three different points of entry in Ascent’s mid region. You will need to deal with multiple targets in close quarters combat. It’s important to manage the targets, eliminating them as quickly as possible to prevent yourself from being overwhelmed. Remember, aim for the head!

Play rA VALORANT Ascent Horde

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We Have Updated the Aimlabs Creators Studio! https://aimlabs.com/articles/aimlabs/we-have-updated-the-aimlabs-creators-studio/?utm_source=rss&utm_medium=rss&utm_campaign=we-have-updated-the-aimlabs-creators-studio Thu, 05 Mar 2026 23:31:01 +0000 https://aimlabs.com/articles/?p=4117 Detailing all of the new changes to the Aimlabs Creator Studio, such as new bot behaviors, which task creators can use as a reference!

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As part of our on-going efforts to continue to evolve and improve Aimlabs and the tools that power Aimlabs. We’ve worked with some of the top creators in the aim training space to add a number of new features to the Creators Studio that will provide task designers with even more control over bot movement control, spawn behaviors, in-behavior conditions, and more!

We’ve also introduced more control over the tasks, such as FOV lock, the ability to disable cosmetics or override health bar size, and changes to the floating start position!

If you’re curious to see how some of these changes might apply as a player, check out our New Creator Studio Features Showcase playlist!

Here is the full list of whats new:

Velocity Controls and Transitions

This is comprised of two important additions, “Velocity Controls” for bot movements, and “Transitions,” referring to the act of either going from one bot profile to another, or from one movement behavior to another.

Velocity Controls – Three new settings have been added to control “velocity” (meaing acceleration and deceleration.) The current Dir Change Speed value was kept to maintain backwards compatibility but we added a specific value for acceleration rate and deceleration rate (both expressed in m/s^2) and a max terminal velocity. These settings allow for a much better control of how targets can move when changing directions and is a significant step up from the current “dir change speed.”

Both options are shown and there is a new system in place to choose which one is prioritized, so they don’t clash. By default, it uses the old “dir change speed,” with the new settings being at a default value of “0,” if you change these values, then the new system takes over.

Transitions – Regarding “bot switch condition,” which is a spawner modifier that allows you to go from one bot profile to another based on a specific condition chosen by the creator (ie time, bot health, etc,) the addition here is the new inherit speed option which goes from 0% to 100% and determines how much of the previous bot’s speed gets translated to the new bot based on it’s acceleration parameters. This makes the changing of bots way more seamless since the new bot basically carries the momentum of the previous one, making it less obvious that it’s actually 2 (or more) different bots, and making it seem like it’s actually just one.

Juking and Fakeouts

This is a feature that allows bots to “pretend” they are changing directions to throw off players. This is useful for more complex movement patterns and to better replicate movement techniques found in real games. In practice in a task, the bot slows down or will do a small stutter motion to simulate a direction change, but instead of turning to the opposite direction it keeps going in its original direction.

This works by first giving the scenario creator the ability to choose a specific likelihood of this happening with the Fakeout Chance (%) option, and then being able to select how long the duration of the fakeout should be between a min/max value in seconds. The min speed of the fakeout in % and also a cooldown for this happening, which is also in min/max seconds to prevent the juking to happen too often if desired.

On Spawn Behaviors

This is comprised of two features that share that they happen, or they affect something when the target first spawns. They are “Spawn At Full Speed” and “First Direction Change Interval.”

Spawn At Full Speed – Previously, if a bot did not have instant acceleration enabled (meaning it needed to accelerate to reach full speed when changing directions,) it also affected how it behaved on spawn. Newly spawned targets begin almost static and must accelerate up to their desired speed. This created an issue where players can “farm” fresh spawns, since they are significantly easier to eliminate compared to bots that are already in motion.

To address this, a new option called Spawn At Full Speed was added. It’s a toggle that is turned off by default to preserve backwards compatibility. When enabled, newly spawned targets immediately move at their maximum potential speed, making them much harder to eliminate.

First Direction Change Interval – This feature allows you to override the normal strafe timing parameters of movement behaviors (“strafer” for horizontal movement, “vertical” for vertical movement, and “forward/back” for the Z axis) specifically on spawn. It lets the creator control when the very first strafe happens after a target spawns. This first direction change can occur earlier or later than it normally would based on the standard strafe timing settings. Once this initial interval is completed, the target returns to its regular strafing parameters.

In the editor, this is implemented through a new First Direction Change Interval option within the strafing settings. It is set to 0 seconds by default, which effectively disables it. The creator can then choose a specific value in seconds to determine exactly when the first direction change should occur.

In-Behavior Conditions

In-behavior conditions, called Conditional Overrides in the editor, are a new option added to the three main movement behaviors (“strafer” for horizontal movement, “vertical” for vertical movement, and “forward/back” for the Z axis). They allow creators to introduce new behaviors dynamically to a specific bot based on chosen conditions, such as time alive or distance to the player, without relying on bot switch conditions. Unlike bot switch conditions, which are applied at the spawner level and replace the original bot entirely, conditional overrides modify behavior directly on the existing bot.

In the editor, this is handled through an “Overrides” list that is set to 0 by default. The creator can increase this number depending on how many overrides they want to add. For each override, they can drag and drop a behavior into the new Conditional Overrides slot and define the condition that will trigger it.

By default, when the condition is met, the new behavior fully replaces the original one. However, there are additional options available. If the Additive option is enabled, the new behavior will work alongside the original instead of replacing it. There is also a Toggleable option, which allows the behavior to turn off if the condition is no longer met. For example, if a behavior activates when the bot is within 5 meters of the player, it will trigger at that distance and autoically deactive once the bot moves further than 5 meters, reverting to the original behavior.

This feature also includes the Inherit Speed option mentioned in the Transitions section above, and it functions in the same way.

Lookahead and Wall Avoidance

This feature prevents bots from colliding with walls and other objects by giving them a lookahead distance (in meters,) so they can change direction before actually hitting something. This is a very useful behavior that was previously impossible to achieve in Creator Studio. Previously, when a bot ran into something with collision (ie another bot, a wall, a blocking object, the player, etc,) it will collide, bounce off, and then change direction. With Lookahead enabled, the bot is constantly scanning a set range ahead of itself, and if it detects an obstacle, it will strafe in the opposite direction to avoid the collision altogether.

In the editor, this appears as a field where the creator sets the Lookahead value in meters. It is set to “0” by default to preserve current behavior and ensure backwards compatibility.

There are also additional toggles that let the creator decide what the bot should treat as blocking. By default, these are all disabled, meaning the bot only avoids static level geometry such as walls. The creator can optionally enable: Detect bots as blocking so the bot avoids colliding with other bots, Detect player as blocking so it avoids colliding with the player and Detect blocking objects so itavoids special invisible gameplay blockers (such as the “blocking cube”.)

Absolute Strafe Timings

This feature applies to the main movement behaviors (Strafer, Vertical, and Forward/Back) and ensures that bots only change direction based on their defined strafe timings, not upon collision. This was previous impossible in Creator Studio, as bots always bounce back instantly when they collide with something.

The solution was to introduce a Change Dir on Collision option. It is enabled by default to match existing behavior and preserve backwards compatibility. If this option is disabled, the bot will only change direction when its strafe timing dictates it should. It will no longer instantly reverse direction upon collision.

For example, if a bot has a strafe timing of 4 seconds and hits a wall at the 2-second mark with the option turned on, the bot will immediately strafe back, ignoring the remaining 2 seconds of its timing. With the option turned off, the bot will remain against the wall for the remaining 2 seconds and only strafe back once the full 4-second interval has elapsed.

Gravity Controls

This feature allows creators to change and control the gravity of a scenario. Previously, gravity was a fixed value that could not be modified. This is especially useful for bounce scenarios, falling targets, or any setup that relies on vertical movement. In the editor, the new gravity settings are divided into two sections:

Level Gravity – In the Level Settings, we added a new Gravity field set to 9.81 by default to ensure backwards compatibility. This value controls the gravity applied to all physics-based elements, such as the player and physics objects, but not bots. Increasing or decreasing this value will make these elements fall faster or slower. Setting it to 0 disables gravity entirely, meaning everything affected by level gravity will remain static in the air.

There is also a new Player Gravity toggle in the Level Settings. It is turned on by default to match existing behavior, as there was previously no way to disable player gravity. If this toggle is turned off, only the player will no longer be affected by gravity, meaning the player can remain static in the air while other physics-based elements are still affected.

Bot Gravity – Bots handle gravity differently from level physics, so a separate solution was required. A new behavior called Custom Gravity was added under the Manuevers category. This allows creators to control gravity on a per-bot basis.

To match the default gravity of other elements, this value needs to be set to 19.62. Adjusting it higher or lower will make the bot fall faster or slower, and setting it to 0 will disable gravity entirely for that bot, causing it to remain static in the air.

Misc Additions:

FOV Lock

This feature allows creators to define a specific FOV range that can be used in a scenario. It has been heavily requested and is very important for competitive integrity, as well as for ensuring that tasks actually train the skill intended by the creator. Without this, players can use extreme FOV values to gain an unfair advantage. For example, a task designed around very small, far-away targets can be trivialized by lowering the FOV to effectively turn it into something closer to Gridshot.

In the editor, this is implemented through two fields in the Level Settings that define the minimum and maximum horizontal FOV allowed. If the creator wants to enforce a single specific value, they simply enter the same number in both fields.

In-game, players can still move the FOV slider freely, but the value will always be constrained within the range set by the creator. For example, if the minimum allowed FOV is 80 and the player moves the slider to 20, the game will still render as if 80 is selected, since that is the enforced minimum.

If a player loads into a scenario with an FOV outside the permitted range, their value will automatically adjust to fit within it. An indicator appears in the top right corner to inform the player that their settings were modified.

Cosmetic Features Lock

This consists of two separate additions: disabling cosmetic skins and overriding the health bar size:

Disable Cosmetic Skins – This is a toggle found in the bot settings that prevents certain bots from having skins applied. Bots are not always used as targets, sometimes they serve as triggers or visual indicators, and applying skins can interfere with that purpose. From a competitive standpoint, some skins may also provide a slight advantage.

In the editor, this appears as a toggle called Disable Cosmetic Skins. It is turned off by default to preserve backwards compatibility, meaning skins can be used normally. When enabled, the bot will ignore any target skin selected by the player and will instead appear as the default target shape and size.

Override Health Bar Size – This is useful in scenarios where targets with health bars are not meant to be spotted before the actual target model is visible on screen. If a player uses a large health bar size, they may gain an unfair advantage by seeing the health bar before the bot itself.

For bots with more than 1 HP, a new toggle called Override Health Bar Size is available. It is turned off by default, meaning the player’s own health bar size setting applies as usual. When enabled, a new field called Force Health Bar Size appears. It is set to -1 by default, which means it does not override anything. The creator can then choose a value between 0 and 5 (which is the same range available in normal gameplay settings.) Once set, that specific bot will always use the defined health bar size, regardless of the player’s personal settings.

Floating Start Position

This is the ability to make the player float without needing to place an object under the playerstartposition. This is solved by the Player Gravity setting explained in the Gravity section.

There you have it! We hope you enjoy the new changes and look forward to seeing your creations with it!

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Training That You Can Use to Track Bouncing Enemies https://aimlabs.com/articles/aimlabs-academy/training-that-you-can-use-to-track-bouncing-enemies/?utm_source=rss&utm_medium=rss&utm_campaign=training-that-you-can-use-to-track-bouncing-enemies Thu, 05 Mar 2026 01:15:26 +0000 https://aimlabs.com/articles/?p=4114 Struggling to keep your crosshair on those bouncing or bunnyhopping opponents on the server? Use this training to up your tracking game!

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Jumping is a core component of movement in all shooters, some allowing you to utilize it further than others, as different games offer different gunplay mechanics. Overwatch for example, does not punish you on the basis of accuracy whilst jumping and shooting simultaneously, while games like VALORANT on the contrary, will have your bullets flying all over the place. Today, we will dig into the concept of bounce tracking.

The one thing that remains consistent across the board, is that players tend to have an easier time dealing with targets moving on the horizontal axis as opposed to targets that implement verticality to their movement. This is all comes down to a single reason, every shooter puts you in combat scenarios where horizontal aim is far more relied upon than vertical aim, often leading to lackluster development of your ability to make vertical adjustments comfortably.

Albeit not sounding like a huge deal, the addition of jumping or “bouncing” into the movement pattern of a target makes it significantly more difficult to land shots on that target. Any decent player is aware of the benefits jumping can introduce to their gameplay, especially in the context of evasiveness, which is why training your bounce tracking mechanics is a crucial mechanic to hone if you want to continue to come out on top in your aim duels.

rA BounceTrack Easy on Aimlabs

This featured task will train your ability to adjust your aim to compensate for the inevitable verticality that comes with dealing with bouncing targets, specifically in the category of tracking aim. The task features a wavy play area, with an orb shaped target that will bounce moderately across the screen.

This won’t be a task where you have to throw your crosshair up over your head, but tracking the bouncing target will help you in game scenarios where players are hopping to increase their evasiveness or bunnyhopping to build up movement momentum. Focus in on reacting to the targets movements, as it may take an unexpected bounce due to the varying angles of the ground!

Play rA Bouncetrack Easy

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5 Tasks in Aimlabs to Warm Up for Marathon Before Launch https://aimlabs.com/articles/aimlabs/5-tasks-in-aimlabs-to-warm-up-for-marathon-before-launch/?utm_source=rss&utm_medium=rss&utm_campaign=5-tasks-in-aimlabs-to-warm-up-for-marathon-before-launch Wed, 04 Mar 2026 00:54:45 +0000 https://aimlabs.com/articles/?p=4105 Marathon is almost here. Get your aim dialed in before launch with 5 tasks in Aimlabs that will help you get your fundamentals in gear!

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Marathon is nearly here! Bungie’s long-awaited extraction shooter is finally launching this week, reviving a universe that has been dormant since the 90s and bringing it into a genre that has exploded in popularity over the last few years. If you played the Server Slam last weekend and got a taste of what Marathon has to offer, you already know that this is a game that is going to punish sloppy aim. The TTK is unforgiving, the runners each bring their own movement tricks to a fight, and every engagement carries the weight of whatever you’ve got in your kit.

If you want to hit the ground running at launch, now is the time to get your mechanics in order. Below are five tasks you can jump into right now to start building the fundamentals that Marathon is going to demand from you. These are a taste of what’s to come as more Marathon-specific playlists and content arrive down the line, but they’ll give you a solid foundation heading into launch weekend.

VT Floatshot Intermediate on Aimlabs

VT Floatshot Intermediate – This task features five targets spread across a wide play area, each moving with large horizontal strafes and frequent but gentle vertical movement. Targets go down in a single shot and respawn immediately, keeping you in a constant rhythm of acquisition and firing. For Marathon, this is excellent preparation for the kind of precise, composed flicking you’ll need when you catch an enemy repositioning across a sightline. Getting comfortable picking off targets that aren’t moving in a straight line is exactly the kind of habit that pays off in real engagements.

VT Strafeshot Novice on Aimlabs

VT Strafeshot Novice – Six targets occupy a wide play area, each traveling horizontally at varying angles with unpredictable directional changes thrown in to keep you honest. Like Floatshot, a single click is all it takes to destroy a target before it respawns. The unpredictability here is the point… Marathon players are not going to cooperate and move in neat, readable patterns, and this task trains your ability to read and react to targets that change direction without warning. Good first shot discipline is critical in a game with Marathon’s TTK, and this task puts that front and center.

VT Waveswitch Centered Novice on Aimlabs

VT Waveswitch Centered Novice – A target switching scenario featuring five targets at various depths across a wide play area, each moving gently but evasively in multiple directions. The depth variance is particularly relevant here, as Marathon’s maps are going to put you in situations where you’re switching between threats that aren’t all sitting on the same plane, and training to handle that naturally is something this task does well. Clean, composed switching without panic is one of those skills that separates players who survive messy multi-target situations from those who don’t.

rA Strafetrack Easy on Aimlabs

rA Strafetrack Easy – A reactive tracking scenario built around a pill-shaped target that strafes evasively in the horizontal plane. This is where the Apex side of Marathon’s mechanical demands comes in, when you’re up against a Vandal doing speed bursts or a Thief swinging in on a grapple, you are not going to be flicking to a static target. You need your tracking to hold up on something that is actively trying to not be where your crosshair is. This task builds that reactive foundation in a focused, low-noise environment where you can actually feel yourself improving.

Close Long Strafes Invincible on Aimlabs

Close Long Strafes Invincible – The final task on the list features a pill-shaped target strafing evasively at short to mid range around the player. The target can’t be destroyed, which removes the temptation to rush your shots and lets you focus purely on the quality of your tracking. Marathon’s close range encounters, especially against the more mobile runners, are going to test whether your aim holds up when a target is right in your face moving unpredictably. This is the task to run when you want to dial in that smooth, sustained control before things get chaotic.

Good luck out there on your raids this weekend!

The post 5 Tasks in Aimlabs to Warm Up for Marathon Before Launch appeared first on Aimlabs.com Articles.

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How to Track Airborne Targets in Apex Legends https://aimlabs.com/articles/aimlabs/how-to-track-airborne-targets-in-apex-legends/?utm_source=rss&utm_medium=rss&utm_campaign=how-to-track-airborne-targets-in-apex-legends Tue, 03 Mar 2026 05:06:45 +0000 https://aimlabs.com/articles/?p=4102 Frustrated with Apex Legends players flying over head? Here's a task you can use to practice beaming those airborne targets with ease!

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The movement in Apex Legends is highly complex, ranging from core techniques like tap-strafing, wall jumping, and bunny-hopping, to abilities that let you swing yourself like Tarzan with a grapple or jump-pad onto rooftops. The movement potential in Apex Legends is vast to say the least, and there are many ways to set yourself apart from your opponents using movement.

For newer players, abilities that allow opponents to cover large distances are difficult to deal with, usually because of two variables. One is that the velocity the target gains during abilities like Pathfinder’s grapple or Octane’s jump pad tends to be substantially higher than base movement speed. The second is that people are used to restricting their aim within the general direction they are looking in. Movement abilities tend to reposition the target “off-screen,” forcing the other player to make much larger mouse movements.

This might sound tough to deal with, but as you gain experience, you will realize that airborne targets become the easiest to deal with. See, once a target has left the ground, they can no longer control their movement much past air-strafing. This means that airborne targets follow a movement arc that is easier to track once you get used to it. A skilled Wraith jiggle peeking you with a Wingman on flat ground or a speed-boosted Octane strafing with an EVA-8, are both much harder to hit than an airborne target.

Apex Octane Track on Aimlabs

The task provided today will help you familiarize yourself with Octane’s jump pad movement. This ability launches the player a significant distance once interacted with, even allowing for a double jump. This tends to fuel a lot of frustration for beginners when they are playing against it, as the movement your enemies will be able to cover with the ability is significant. That being said, you will soon realize, after running the task a few times, that airborne targets are a lot easier to deal with than you initially thought, given proper practice.

The task fires a pill-shaped target up and over your position, emulating an Octane flying through the air off of a jump pad. The targets will respawn from the reset point (which is marked on the wall), so after you have tracked each target, return your crosshair to that position to prepare for the next!

Play Apex Octane Track

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How to Hold Angles in Counter-Strike 2 While Strafing https://aimlabs.com/articles/aimlabs-academy/how-to-hold-angles-in-counter-strike-2-while-strafing/?utm_source=rss&utm_medium=rss&utm_campaign=how-to-hold-angles-in-counter-strike-2-while-strafing Sat, 28 Feb 2026 00:05:26 +0000 https://aimlabs.com/articles/?p=4099 Looking to improve your ability to hold an angle as you're swinging a corner in CS2 or VALORANT? Check out this task to practice!

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The most important core mechanic in any tactical shooter is angle-holding, which, simply put, is your ability to hold an angle that an opponent will likely peek from. It’s especially crucial on defense, as players will attempt to engage you. Your crosshair placement largely determines your ability to hold angles in Counter-Strike.

Crosshair placement is another important skill, as the low time to kill necessitates quick reactions and precise first shots. The ideal scenario is positioning your crosshair so you are prepared for the enemy player’s head to move into the center of your crosshair, requiring as few adjustments as possible before clicking. However, as good as your crosshair placement may be, there will be times when enemies move in unexpected manners, requiring you to make additional adjustments in order to land your shots accurately.

This means it’s important that you train your ability to make necessary micro-adjustments when these situations arise, especially while you’re strafing or moving in any general direction, as that makes angle-holding even more difficult. Angle-holding is all about fixing your crosshair’s position to a point on your screen, and movement will naturally offset your crosshair from its initial position, requiring “tracking” while you move.

Now that you better understand what angle-holding is, what makes it such a crucial component of Counter-Strike fundamentals, and how movement complicates the mechanic, we can move forward in refining your skills.

VT Anglehold VAL Horizontal on Aimlabs


This task will train your ability to hold angles while moving, prompting you to micro-adjust to static targets. It challenges you to track a static pill-shaped target without holding down your fire button while you move anywhere in a 90-degree circle. After a random amount of time, the target will despawn, and an orb target will spawn nearby, prompting you to flick quickly to that orb to restart the cycle and continue the process. Remember to keep moving, and remember… the only time you should be clicking fire is when you’re flicking on that orb!

Play VT Anglehold VAL Horizontal

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